Renamed Vector3 class to KRVector3
KRObjPacker project updated to use KREngine_osx framework rather than having a copy of the files --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4015
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@@ -32,27 +32,27 @@
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#include "KRVector3.h"
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//default constructor
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Vector3::Vector3()
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KRVector3::KRVector3()
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{
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x = 0.0f;
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y = 0.0f;
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z = 0.0f;
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}
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Vector3::Vector3(float X = 0, float Y = 0, float Z = 0)
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KRVector3::KRVector3(float X, float Y, float Z)
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{
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x = X;
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y = Y;
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z = Z;
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}
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Vector3::Vector3(const Vector3& p) {
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KRVector3::KRVector3(const KRVector3& p) {
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x = p.x;
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y = p.y;
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z = p.z;
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}
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Vector3& Vector3::operator = ( const Vector3& p ) {
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KRVector3& KRVector3::operator = ( const KRVector3& p ) {
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x = p.x;
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y = p.y;
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z = p.z;
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@@ -60,44 +60,44 @@ Vector3& Vector3::operator = ( const Vector3& p ) {
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return *this;
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}
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Vector3::~Vector3()
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KRVector3::~KRVector3()
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{
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}
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//calculate and return the magnitude of this vector
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float Vector3::GetMagnitude()
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float KRVector3::GetMagnitude()
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{
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return sqrtf(x * x + y * y + z * z);
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}
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//multiply this vector by a scalar
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Vector3 Vector3::operator*(float num) const
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KRVector3 KRVector3::operator*(float num) const
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{
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return Vector3(x * num, y * num, z * num);
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return KRVector3(x * num, y * num, z * num);
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}
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//pass in a vector, pass in a scalar, return the product
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/*
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Vector3 Vector3::operator*(float num, Vector3 const &vec)
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KRVector3 KRVector3::operator*(float num, KRVector3 const &vec)
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{
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return Vector3(vec.x * num, vec.y * num, vec.z * num);
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return KRVector3(vec.x * num, vec.y * num, vec.z * num);
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}
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*/
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//add two vectors
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Vector3 Vector3::operator+(const Vector3 &vec) const
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KRVector3 KRVector3::operator+(const KRVector3 &vec) const
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{
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return Vector3(x + vec.x, y + vec.y, z + vec.z);
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return KRVector3(x + vec.x, y + vec.y, z + vec.z);
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}
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//subtract two vectors
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Vector3 Vector3::operator-(const Vector3 &vec) const
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KRVector3 KRVector3::operator-(const KRVector3 &vec) const
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{
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return Vector3(x - vec.x, y - vec.y, z - vec.z);
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return KRVector3(x - vec.x, y - vec.y, z - vec.z);
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}
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//normalize this vector
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void Vector3::normalize()
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void KRVector3::normalize()
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{
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float magnitude = sqrtf(x * x + y * y + z * z);
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x /= magnitude;
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@@ -106,15 +106,15 @@ void Vector3::normalize()
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}
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//calculate and return dot product
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float Vector3::dot(const Vector3 &vec) const
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float KRVector3::dot(const KRVector3 &vec) const
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{
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return x * vec.x + y * vec.y + z * vec.z;
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}
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//calculate and return cross product
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Vector3 Vector3::cross(const Vector3 &vec) const
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KRVector3 KRVector3::cross(const KRVector3 &vec) const
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{
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return Vector3(y * vec.z - z * vec.y,
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return KRVector3(y * vec.z - z * vec.y,
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z * vec.x - x * vec.z,
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x * vec.y - y * vec.x);
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}
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